I guess we're talking apples and oranges, I think of OSM data as the road, rail and building data, not so much land cover, even though it does have hydro. The NLCD was just land cover and hydro although the one land class (grass I think) was incredibly accurate in outlining the roadway easements. They both in combination produced the best scenery to date (for North America) with the exception of the actual OSM and NLCD combined from source. The massaging done to the NLCD while certainly making it easier on terragear did a disservice to the water ways and smaller land class chunks that were stripped out. The morphing sometimes moved the banks to inappropriate positions and clashed with the accurate OSM roadways.

I always wanted to learn that smoothing algorithm used in grass but it was over my head at the time. A little more work on it could have made the water ways better and also the small strips of deciduous forest which was stripped out making it somewhat less desirable for my area as the actual OSM and NLCD combined from source which I use in my KS an OH custom scenery. But the original is rather heavy and requires at least average computing power and a reasonable graphics processor.

The state of flux in the whole scenery system has left me disenchanted with pursuing any meaningful help, even though I still extend the offer to help.

Here's a new one for me: in the launcher, I specified winter as the season and afternoon as the time. I spawned the C172P into Skwentna, AK, and it wasn't winter (trees had leaves). Opening the Environment Settings dialog, I found the season was set to Afternoon (!). I selected Winter from the popup and all was OK.

The official new QT launcher is guilty of it. I have seen the same situation when loading up in winter with noon selected in launcher.

Once loaded into fgfs, if you select environment > environment settings the box that pops up will contain noon instead of winter. For me this is repeatable since 3.7 since december. This was not a recent bug. Same with the sound on reset issue i posed on page 3

well, i'll be hornswoggled... i've confirmed this... i'll update the existing thread in the dev list with this information... i never noticed this when i first ran into the problem...

"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up.""Why not?" said Gurder."Dunno. It's frightened of heights, I guess."

"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up.""Why not?" said Gurder."Dunno. It's frightened of heights, I guess."

"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up.""Why not?" said Gurder."Dunno. It's frightened of heights, I guess."

yes, the AI stuff is still being worked on along with the parking and other troublesome spots...

@gsagostinho: if you start the sim with AI enabled, what happens if you disable it from within the sim?

"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up.""Why not?" said Gurder."Dunno. It's frightened of heights, I guess."

unless it has been fixed in the last day or two, when i disable AI in the sim, my FG freezes so i ALT-TAB over to the console i started it from and gdb is showing me a SIGSEV... i have to tell gdb to quit to recover and start again...

does your FG still operate when you disable AI in sim and the AI craft freeze?

"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up.""Why not?" said Gurder."Dunno. It's frightened of heights, I guess."